That used to be the case, but it's getting spottier and spottier. The root cause is probably the fact that both DPS checks and stack markers (wasn't Nidhogg one of the first fights to elicit complaints on a mass scale, come to think of it? ...) are used more and more often even in story modes.
The trauma conga line is then fairly easy to retrace, and usually goes something like so (of course, Alphascape V3.0 is the poster child):
1. A mechanic that newbies and more casual players actually do often struggle with happens. People, especially later on in content's lifespan (when you tend to get such fights with at least one newbie and a few rouletters trying to recall the details) mess this mechanic up.
2. Now that some people are dead and some people have vulns, the stack marker goes out with greatly increased average damage per player, making it difficult or impossible to avoid further deaths.
3. Before Weakness (often a double dose for a player or two after the above) wears off, the add phase/DPS check goes out, and the raid wipes as the better players are not able (and may not mathematically be able) to cover for this (don't forget that in such cases, Weakness tends to be further compounded by the fact that many classes are also rotationally ruined for a significant period of time after dying due to often having had their job gauge wiped out and their gauge-generating abilities still on CD).
There's also a few glaring outliers here like the 5.3 trial and its (hopefully remaining unique) QTE (which one should note, is the only case of a mandatory 8/8 QTE in any content, INCLUDING hardmodes, thank the Twelve. I'm trying to remember, did it also have the same bugaboo as In From the Cold where you have to not only mash, but mash without hitting anything that's bound to something? I remember it used to just be "don't hit Enter" but now for some reason it's become a lot more restrictive what keys you can mash).


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